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A jam submission

Chrono TrickView game page

Submitted by Brave Kings Studio — 1 day, 20 minutes before the deadline
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Chrono Trick's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#183.9293.929
Theme Integration#183.7143.714
Sound#283.2863.286
Overall#313.1433.143
Potential for a Steam Game#382.6432.643
Game Feel#392.7862.786
Mechanics#502.5002.500

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted (1 edit)

Nice idea, it's a cool take on Adventure of Lolo, can definitely feel the inspiration.

I agree with the previous comment that the game is infuriating, but it's some small stuff that's really easy to fix. With 1 hours of work on small fixes your Game Feel / Mechanics ratings would go up 1 point at least imo (so that's a good thing).

Other already mentioned the colliders / hitboxes (huge issue! But quick fixes).
I'll also add the following : 

  • Being able to keep playing for a couple seconds after dying (+ no death animation) feels horrible. I never thought about it and I wouldn't have thought it would be bad, but experiencing it, wow, I hate that (thanks, now I know it's an important thing to look out for xD). 
    Having a 2 seconds delay before restart is OK, but you need to lock the controls the moment the player gets hit (+ death animation potentially).
  • Less important than the other 2 points, but I'd add a second detection area for the dragons where they start charging up. Eg. When you are 25 pixels away from the area that instantly kill you, have a transparent beam start appearing where the dragon will fire, show the dragon opening its mouth, etc....
    Right now you are fine, then the next frame, already dead. Balance wise it can be fine but it feels bad imo.

If I look past these and consider them fixed, you'd easily be in my top10 for the Jam! :)

First of all thanks for playing the game and for the precise feedbacks.

This are the comments that everyone should post under a jam game.

Death animation and the area of the dragon enemy  were all ideas that we had, and I can add that we even have the UI indicators for the last direction of the character for better explain why you can't spawn the copies sometimes and a UI indicators for where the rays of the dragon will hit in order to not get surprised by the rays.

But we were unable to include in the project before the deadline.

Like I said we still have to learn a lot about time management.

Submitted(+1)

This game was infuriating. Great visuals though! Please if you comeback to this, do two things, give the player 8 directional movement and fix the hit boxes on everything. This is an isometric game, but grazing the vague area around an enemy with the tip of my head causes my to get captured by time.(this problem also extends to the hit detection on the dragons which I had go through half of a clone before) Also there is no timer, so I have no clue how fast I need to be going to beat each level, or how much time I lose when I create a piece of me. Ulitmatly the game has promise and potential, but due to the many rage inducing problems, I cannot say that the game has fully delivered on that promise.

I sincerely appolagise if this review came off as mean or otherwise unjustly negative, it was not my intent, but other than the art and the music, I did not enjoy my time with this game.

Submitted(+1)

I have read further reviews and found out that there is indeed a timer, but it is hidden behind a fullscreen UI bug that I didn’t even know was a thing. (I was in fullscreen the whole time) I will retract that section of my review, as its pretty unfair if it was caused by a bug that I could have worked around.

Retry the game playing not in full screen. We BADLY mess up resolution, no excuses for that.

The colliders needs to be redone from the ground up, we are aware of the problem.

The only thing we disagree is the 8 directions. We choose 4 directions because we was inspired by games of the NES era like Adventure of Lolo or Bomberman and we want to give that feeling.

In any case don't be afraid to be a little bit harsh, feedbacks are feedbacks. You are not judging me or the other two team members. You are talking about the game and it's problems.

We are sorry to hear that you not enjoy your time with the game but this is a very important feedback. It means that I (the programmer/designer) didn't do a good job and I need to work on it to makes people enjoy the time with my games.

Thank you for playing, sincerely.

Submitted(+1)

Probably one of the top games with great visuals and mechanics.

Waiting for you to check mine as well!

Submitted(+1)

Nice game! The cover page is superb!

Submitted

Congratulations !!!

Developer(+1)

Thank you for the video and your time for trying the game.

Your video is very useful because now we understand that the idea to make some kind of indicator for the laser enemies was a very good idea. But we just barely make the game in time. 

Also we are very sorry for the UI components that went cut out the full screen.

Submitted(+1)

The covert is superb, the visuals are good. The background music is fitting.

The concept is really cool and well implemented.

What I would change:

- Sometimes it felt a bit clunky because the characters height are bigger than the tile height and feels a bit "tight" when I move between 1x1 tile corridors. -> Tile size or character sizes could be adjusted a bit.

- The sfx playing when you are making a copy is much louder than the music itself and sounds very noisy.

- I could not really tell sometimes if I can make a copy or not. You could make a small UI component that indicates the colddown of your copy-ability or the number of remaining copies.

- The tutorial was a bit collapsed in non-fullscreen. In fullscreen it works. The HUD during gameplay is not visible in fullscreen but working in non-fullscreen mode.

Overall it's a good concept and a fun prototype for the jam, keep up the good work!

Developer (2 edits) (+1)

Thanks for  taking the time to try our game.

First of all we are aware of the  menu/UI problems and every time we make a game we make something wrong with resolutions, we still have a lot to learn in that field.

For the tile sizes and  characters we look up to bomberman and we noticed that  characters was two tiles ( or 1 1/2 tile) tall but colliders only one. We use that trick.  But we can do some tweek here and there to smooth the gameplay.

You're right for the sfx, we plan to add a sound manager in the menu post jam to fix the issue.

Yes the UI element for telling if you can make a copy is essential! We noticed that  after a little bit of "not-in-team" play testing after jam deadline.

We learned a lot, and the most important thing it's, no pun,  we need to better manage TIME!

Thanks a lot for your extreamly precise feedback!

Submitted

The covert is superb, the visuals are good. The background music is fitting.

The concept is really cool and well implemented.

What I would change:

- Sometimes it felt a bit clunky because the characters height are bigger than the tile height and feels a bit "tight" when I move between 1x1 tile corridors. -> Tile size or character sizes could be adjusted a bit.

- The sfx playing when you are making a copy is much louder than the music itself and sounds very noisy.

- I could not really tell sometimes if I can make a copy or not. You could make a small UI component that indicates the colddown of your copy-ability or the number of remaining copies.

- The tutorial was a bit collapsed in non-fullscreen. In fullscreen it works. The HUD during gameplay is not visible in fullscreen but working in non-fullscreen mode.

Overall it's a good concept and a fun prototype for the jam, keep up the good work!

Submitted(+1)

Amazing visuals, the cover art is really cool! I also liked the idea of stopping enemies in their track and line of sight